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Post by Kaj on Oct 9, 2005 18:16:26 GMT -5
[ Psionic powers are based upon the strengths and weaknesses of the mind, and how they interact within the body's own strengths and weaknesses. Thus, there is a family of Psionic abilities tied to each one of a person's attributes.] [ Alteration] - Strength-based Psionics are used to alter the body's hardness, shape, and abilities to one's advantages. Regenerative and Augmentative abilities belong to this Sphere. [ Translocation] - Dexterity-based Psionics are used to manipulate the space around the psyker, allowing them to move or trigger objects and people from a distance. Telekinesis, Control of Surrounding Space, and Physical-Psychic Attacks belong to this Sphere. [ Evocation] - Constitution-based Psionics are used to bring out psychic energies as summoned weapons. The ability to manipulate existing elements and control energy into a weapon belong to this Sphere. [ Conjuration] - Intelligence-based Psionics are used to create forth eidolonal objects from the psyker's mind. Spirits, objects, and psychic trap-creation belong to this Sphere. [ Prognostication] - Wisdom-based Psionics are used to detect and "see" things which are beyond the human body's natural range of senses. Enhanced hearing, sight, and future-sight all belong to this Sphere. [ Subjugation] - Charisma-based Psionics are used to control and affect the mind of things. Such things as telepathy, suggestion, and emotional implants all belong to this Sphere. Psionic powers come in six types which are formed of a base Sphere, and two supplimental Spheres. One supplimental sphere is more weighted than the other, as can be seen here, ranked highest to lowest: Type 1: Alteration, Translocation, Subjugation Type 2: Translocation, Evocation, Alteration Type 3: Evocation, Conjuration, Translocation Type 4: Conjuration, Prognostication, Evocation Type 5: Prognostication, Subjugation, Conjuration Type 6: Subjugation, Alteration, Prognostication Psionic powers are gained by respective levels. Every time a Psyker levels up, they add 1 respective level in their main sphere, one half-level in their secondary sphere, and one-quarter in their tertiary sphere. New Psychic Powers are not gained until their level requirement is completely met, and cannot be used before.
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Post by Kaj on Feb 5, 2006 21:25:58 GMT -5
[ Alteration] [ Harden Self]: Psyker focuses psychic power through their own skin, creating a subdermal energy coat which increases impact armor by 1. Duration: 3 rounds, PP Cost: 9, Level 1, Force 1 [ Force Surge]: Psyker uses psychically-enhanced meditation techniques to increase physical strength by 2 points. Duration: 5 rounds, PP Cost: 14, Level 3, Force 1 [ Psychic Blade]: Psyker extends inner force to shape a part of their body into a melee weapon which deals 3-4 damage. Duration, 3 rounds, PP Cost: 19, Level 3, Force 2 [ Boost Reflexes]: Psyker enhances responsiveness of own reflexes through use of will, increasing the ability to dodge and reduce wounds. Boosted reflexes increase the Psyker's Impact/Ballistic Armor by 1 through Dodging, and gives the enemy a 5% miss chance. Duration: 1 round, PP Cost: 17, Level 5, Force 2 [ Bioimmolation]: Psyker's body releases heat and light, burning those within 5 feet of him for 2-4 damage. This also stabilizes the Psyker's body temperature. Duration: 3 rounds, PP Cost: 28, Level 7, Force 3 [ Psykerspurs]: Psyker's hands and feet become adhesive by means of small, barbed spikes, giving them +2 unarmed combat damage and the ability to climb vertical surfaces at half their normal speed. Duration: 1 minute, PP Cost: 35, Level 7, Force 2 [ Purge]: Psyker stimulates natural defenses, using them to flush out toxins in target's body, whilst also making them immune to further toxins for a certain period of time. Duration: 1 minute, PP Cost: 21, Level 9, Force 2 [ Crystallize]: Psyker causes crystalline structures of energy to create scalar, dermal plating which increases their Impact Armor by 4, and makes them regenerate 2 HP per round. Duration: 3 rounds, PP Cost: 36, Level 11, Force 3 [ Vital Cascade]: Psyker creates a flow of healing energy in a target, sealing their wounds almost instantly. Target recovers 20 HP. Duration: 1 round, PP Cost: 34, Level 13, Force 2 [ Calcify]: Psyker changes enemy's metabolism with a touch attack, causing their body to be temporarily petrified and immobile. The enemy gains +20 Impact/Ballistic armor, and can take no action. Duration: 1 minute, PP Cost: 71, Level 15, Force 5 [ Shinechain]: Psyker unleashes a massive flow of healing energy, healing themself and anyone they are in contact with for 50 HP, as well as anyone those people are touching, and so on. Duration: 1 round, PP Cost: 112, Level 17, Force 7 [ Stop Heart]: Psyker unleases a deadly shockwave into the body of a target through a touch attack, causing cardiac arrest. Target is reduced to 1 HP, and suffers 100% stun damage. Duration: 1 round, PP Cost: 181, Level 19, Force 9
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Post by Kaj on Feb 5, 2006 23:16:08 GMT -5
[ Translocation] [ Jump]: Psyker creates a feedback of energy against gravitational forces, increasing their jump height by 20 feet. Duration: 1 round, PP Cost: 5, Level 1, Force 1 [ Kinetic Touch]: Psyker channels their will into a physical force, allowing them to move objects up to 5 pounds to a range of 10 feet. Duration: 1 round, PP Cost: 4, Level 1, Force 1 [ Psionic Shift]: Psyker uses mental strength to cause a ripple in time, disrupting an enemy's ability to strike them. For one turn, the Psyker gains a +2 dodge bonus to Impact/Ballistic Armor. Duration: 1 round, PP Cost: 12, Level 3, Force 2 [ Gravity Flux]: Psyker channels the flow of gravity through themselves, inverting it in a quick, disorienting burst, in a 10-foot radius. Duration: 1 round, PP Cost: 31, Level 5, Force 2 [ Psionic Needles]: Psyker channels their essence to create a swarm of invisible needles which sting and cut an enemy, dealing 2 damage and causing their enemy to be disoriented, suffering a -3 to their attacks. Duration: 3 rounds, PP Cost: 28, Level 7, Force 2 [ Spatial Distortion]: Psyker bends space around them, causing the distances of enemies to become longer, while theirs become shorter and more easily traversed. The Psyker's speed and that of their allies is increased by 100%. Duration: 3 rounds, PP Cost: 45, Level 9, Force 3 [ Saber Helix]: Psyker unleashes a swirling storm of psychic attacks, an invisible tornado which surrounds an enemy and opens gashes on their body. Deals 8 damage, and keeps the enemy from moving, and makes them suffer a -5 to their attacks. Anyone in touch range of the target takes 4 damage, and suffers a -3 to their attacks. Duration: 3 rounds, PP Cost: 70, Level 11, Force 5 [ Avia]: Psyker casts off the shackles of gravity using willpower, and enters willpower-driven flight. Psyker can move horizontally at 200% base speed, and rise vertically at 50% base speed. Psyker can drop as per normal without taking damage. Duration: 5 rounds, PP Cost: 58, Level 13, Force 3 [ Closetspace Gate]: By using the ability to join two points in space, a Psyker can create a physically traversable gate between them. A Closetspace requires 10 minutes to create, and a 5-foot diameter circle of empty space. If anything enters this space on either end or disturbs the psyker while they are concentrating, the closetspace fails. The psyker must have seen the area they are trying to connect to at least once within the past week. The gate can travel a distance of no more than one mile. Duration: 1 hour, PP Cost: 80, Level 15, Force 8 [ Blinkstorm]: Psyker calls out a spherical storm around themselves which attempts to rend anything around them to pieces. Blinkstorm has a radius of 10 feet, and anything within 5 feet of the Psyker is unaffected. The sphere moves accordingly with the Psyker. Anything caught by the sphere takes 12 damage, and cannot act until the storm ends. They are held within the sphere's grasp, and move as the Psyker moves. Any ballistic attacks attempting to move through the sphere suffer a -15 attack penalty, except for high velocity or sniper rounds, which suffer only a -5. Creatures or people immobilized by this skill are immune to melee attack. Duration: 3 rounds, PP Cost: 126, Level 17, Force 7 [ Quicksilver]: Psyker slows time to a crawl so slow that it appears that nothing moves at all. For 3 rounds, the Psyker is the only one able to take any actions. Any physical attacks made by the Psyker deal an extra 50% damage, rounded down. After Quicksilver ends, the Psyker suffers a -3 Impact/Ballistic armor and -3 to attacks for 3 rounds, as a result of their bodily functions having been under such duress. Duration: 3 rounds, PP Cost: 207, Level 19, Force 9
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Post by Kaj on Feb 6, 2006 0:44:30 GMT -5
[ Evocation] [ Energy Manipulation]: The Psyker uses mental harmonics to control existing portions of elemental energy, which include Fire, Water, Electricity, Air, and Sound. These can be made to do the master's bidding, but cannot act in a form which does not fit their natural and current states. Duration: 1 round, PP Cost: 6, Level 1, Force 1 [ Sparkspear]: The Psyker manipulates a small amount of Fire, Electricity, or Sound into an elemental bolt which strikes at an opponent as an arrow, dealing 4-6 elemental damage to a single target. Duration: 1 round, PP Cost: 12, Level 1, Force 1 [ Detonate]: Causes heat to be pulled from the air, compressed into a sphere, and detonated like a bomb in a very short timespan, searing anyone within a 10-foot radius of the explosion for 10-14 damage. Duration: 1 round, PP Cost: 23, Level 3, Force 2 [ Etherblade]: The Psyker pulls moisture and air together into a wicked, ethereal blade-chakram. This can be propelled at an enemy to deal 6-8 damage which also causes them to suffer -2 Impact armor for three rounds. Duration: 1 round, PP Cost: 31, Level 5, Force 2 [ Condense]: The Psyker uses mental strength to condense fire, water, sound, air, or electricity into a tiny sphere roughly the size of a large marble. Upon releasing the marble, it will be propelled at a target and detonate, causing 4-13 damage, dealing half damage to anything within 5 feet of the target, and unleash however much of that element was stored. An Elemental Condensation loses one-half of it's contained element per hour, although this does not affect the damage. Duration: 1 round, PP Cost: 47, Level 7, Force 4 [ Glare Bubble]: The Psyker gathers nearby water and fire into a constantly evaporating and condensing shield of searing mist. Anything that comes into touch range with the Psyker takes 5-10 damage, and any ranged attacks made against the Psyker suffer a 10% miss chance. Duration: 3 rounds, PP Cost: 39, Level 9, Force 3 [ Scything Chain]: The Psyker gathers a plethora of sound energy before unleashing them in a scything beam which strikes a target before hitting all other targets within 5 feet of them, then all targets within 5 feet of them, and so on. Scything Chain deals 15-20 damage, and deals -3 for each additional chain. Scything Chain requires a round of focus. Duration: 1 round, PP Cost: 72, Level 11, Force 5 [ Lightning Shot]: The Psyker creates a 2 foot-long spike of water from surrounding condensation and propels it at an enemy. During flight, it transforms to ice, and embeds itself in an enemy's vital organs, from where available electricity chains to the splinter, disabling and paralyzing the target. Lightning Shot deals 8-13 damage, 20% stun damage, and makes an enemy suffer -2 to attack for one round. Duration: 1 round, PP Cost: 53, Level 13, Force 3 [ Winning Formula]: The Psyker combines all surrounding elements into a sphere of extreme radiance, which strikes, envelops, and attempts to asphyxiate and sear an enemy to death. Deals 9-15 damage to a target, makes a target move in a blind direction at half speed, and makes them unable to take action. Duration: 2 rounds, PP Cost: 81, Level 15, Force 6 [ Hellion Lash]: The Psyker combines air, sound, and fire to create a multi-bodied whip which snares and burns an opponent, damaging them and their equipment. Hellion Lash deals 19-35 damage to a target, and deals 3 light-damage attacks to random pieces of equipment. The same piece of equipment can be hit multiple times. Duration: 1 round, PP Cost: 112, Level 17, Force 7 [ Deus Mist]: The Psyker unleashes a 5-foot radius coat of multipurpose fog around themself, causing several effects at once. The fog causes any attacks against the Psyker to suffer a 30% miss chance, it heals the Psyker and any allies within it by 15 HP a round, and upon dispersing, damages all enemies within 20 feet by 35-58 damage. Duration: 3 rounds, PP Cost: 169, Level 19, Force 9
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Post by Kaj on Feb 6, 2006 0:59:20 GMT -5
[ Conjuration] [ Eidolon Object]: Psyker creates an invisible, simple shape, no greater than 5x5 feet per level of Force. The object is treated to have 5 hp per Force. Duration: 1 minute, PP Cost: 8, Level 1, Force 1 [ Force Sphere]: Psyker creates a 2-foot wide, faintly-visible, floating sphere which can be used as a weapon, it's movements controlled by it's creator. Duration: 5 rounds, PP Cost, 12, Level 3, Force 2 [ Enhance]: Psyker projects their force of will unto a melee weapon, causing it to deal +1 impact damage. Duration: 3 minutes, PP Cost: 17, Level 5, Force 2 [ Seeker Spirit]: Psyker creates an Intelligence-3 Spirit with a movement range of 40 feet/round, and 5 HP. The seeker spirit may fly, and shares a telepathic link with the psyker. An increase in force does not increase movement speed or intelligence. Duration: Infinite, PP Cost: 31, Level 7, Force 2 [ Blurring Field]: Psyker creates a psychic film around themselves that causes an afterimage and blurring effect. Any attacks made against the Psyker at this time suffer a 5 percent miss chance. Duration: 5 rounds, PP Cost: 17, Level 7, Force 2 [ Crystal Shot]: Psyker creates a superhard, crystalline shard of will which can be propelled into an enemy's body for 3-6 damage. Duration: 1 round, PP Cost: 18, Level 9, Force 3 [ Spirit Formation]: Psyker brings out personal ties to the astral realm and elemental forces to summon an elemental into being. The being has stats defined in the table below based on it's force and elemental type. Elementals are unaffected by snipe attacks, organ attacks, critical hits, and stun damage. Only one elemental may be made at any one time. Duration: Infinite, PP Cost: 80, Level 11, Force 3 Type | Health | Damage | Intelligence | Movement | Armor | Force 3 Water | 22 | 4-6 | 11 | 30ft | Impact 3, Ballistic 5 | Force 6 Water | 34 | 6-11 | 15 | 40ft | Impact 5, Ballistic 9 | Force 9 Water | 49 | 10-17 | 23 | 40ft | Impact 7, Ballistic 13 | Force 3 Fire | 16 | 6-8 | 9 | 30ft | Impact 4, Ballistic 3 | Force 6 Fire | 24 | 9-14 | 11 | 40ft | Impact 7, Ballistic 5 | Force 9 Fire | 35 | 12-18 | 15 | 45ft | Impact 12, Ballistic 8 | Force 3 Earth | 27 | 3-5 | 6 | 20ft | Impact 7, Ballistic 4 | Force 6 Earth | 43 | 5-7 | 7 | 25ft | Impact 12, Ballistic 5 | Force 9 Earth | 64 | 7-10 | 8 | 30ft | Impact 18, Ballistic 6 | Force 3 Air | 13 | 5-7 | 10 | 40ft | Impact 1, Ballistic 7 | Force 6 Air | 18 | 6-11 | 12 | 50ft | Impact 4, Ballistic 10 | Force 9 Air | 25 | 7-16 | 14 | 60ft | Impact 9, Ballistic 12 |
[ Psykerspikes]: Psyker uses webs of thought to weave a psychic trap. Any who enter within 5 feet of the designated area, friend or foe, take 30% stun damage and 10-14 impact damage. Duration: until activated, PP Cost: 57, Level 13, Force 4 [ Spirit Collection]: Psyker deals a 4-6 damage to a target. If target is rendered into critical state by this attack, the Psyker gains a bonus to their next Spirit Formation, giving it +15 HP, +3 Intelligence, +2 damage, and +2 armor of both types. Only one Spirit bonus may be active at a time. Duration: 1 round, PP Cost: 31, Level 15, Force 2 [ Spirit Bomb]: Psyker unleashes the energy of a sacrificed spirit to deal damage in a nova-like explosion. Spirit Bomb deals damage equal to the spirit's base attack damage, plus twice it's force, plus 1/4 of it's current HP, rounded down. It's radius is equal to 25% of it's damage in feet. Duration: 1 round, PP Cost: 72, Level 17, Force 6 [ Ifritum Magna]: Psyker's increased ability to plunge into the spiritual realm allows them to form spirits with greater ease and precision. A psyker can create an additional Spirit Formation, and the cost of using Spirit Formation is reduced by 10 PP. Duration: None, PP Cost: None, Level 17, Force: Special [ Ifritum Celcis]: Psyker reabsorbs a created elemental to restore own PP, and boost stats temporarily. The Psyker gains PP equal to 20 times it's force, as well as gaining temporary HP equal to the spirit's current HP, a damage boost equal to half the spirit's damage (rounded down), an armor boost equal to half the spirit's armor (rounded down), and a special ability based on the spirit's type and force. Duration: 10 minutes, PP Cost: 137, Level 19, Force 9 Type | Bonus | Force 3 Water | +10 Temp HP | Force 6 Water | +20 Temp HP | Force 9 Water | +30 Temp HP | Force 3 Fire | +4 Damage | Force 6 Fire | +8 Damage | Force 9 Fire | +12 Damage | Force 3 Earth | +4 Impact/Ballistic Armor | Force 6 Earth | +8 Impact/Ballistic Armor | Force 9 Earth | +12 Impact/Ballistic Armor | Force 3 Air | Move +10 ft/round | Force 6 Air | Move +20 ft/round | Force 9 Air | Move +30 ft/round |
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Post by Kaj on Feb 6, 2006 22:14:36 GMT -5
[ Prognostication] [ Psychic Awareness]: A Psyker uses their heightened senses to increase reaction time, giving a +1 dodge bonus to ballistic/impact armor. Duration: Permanent, PP Cost: None, Level 1, Force: Special [ Psykersight]: Psyker utilizes psychic abilities to heighten senses, enhancing their ability to see or hear. Psykersight increases sight or hearing range by 50 feet/level. Duration: 4 rounds, PP Cost: 13, Level 3, Force 2 [ Query]: Delving into the unseen forces that govern the course of reality, Precognitive Psykers can pose a question, and have it answered with a degree of certainty dependent on their level, and the nature of the question (more complicated or secretive questions have less chance of success. eg. "What colour is the grass?" would yield a near 100% correct answer, where as "What is the meaning of life?" would likely not be answered). Duration: 1 round, PP Cost: 25, Level 5, Force 1 [ Extended Awareness]: A Psyker uses their heightened senses to increase reaction time even further than before, giving an additional +1 dodge bonus to ballistic/impact armor. Duration: Permanent, PP Cost: None, Level 7, Force: Special [ Essencetrack]: Psyker uses mental strength to read into the memory of an object's essence, seeing how it was interacted with, where, and when. Takes 5 rounds to perform. Duration: 1 round, PP Cost: 28, Level 7, Force: Special [ Hindsight]: A Precognitive Psyker can scry into the past, using the surrounding area as a focus, thus negating the need for an essence memory. Takes 10 rounds to perform. Hindsight is limited to actions that have occured within the past 24 hours. Duration: 10 rounds, PP Cost: 39, Level 9, Force: Special [ Scrying]: Psyker sees in an omniscient sense anywhere they can fathom. Scrying is limited to a place of familiarity with the Psyker. Takes 20 rounds to perform. Duration: 1 minute, PP Cost: 52, Level 11, Force: Special [ Knowledge]: In much the same fashion as Essencetrack, Psyker can tap into an object of their choice, and gain extensive knowledge on it, as well as any unique skills required for it's usage. Duration: 2 minutes, PP Cost: 59, Level 13, Force 7. [ Intentionsight]: A Psyker's psychic senses detect changes in the bodies of attackers to read their intentions before they strike, giving an additional +2 dodge bonus to ballistic/impact armor, for a final total of +4. Duration: Permanent, PP Cost: None, Level 13, Force: Special [ Astral Projection]: A step up from their ability to scry, the Psyker can project their very consciousness to a location of their choice. Astral Projection allows a Psyker to project a physical essence to the chosen area, allowing them to affect physical things, create sound, and use all bodily senses as though they are there. Astral Projections cannot see through organic objects, and are limited to be within ten miles of the creator. Duration: 1 minute, PP Cost: 83, Level 15, Force 6. [ Forward Sight]: Psyker channels their mind energy into a full-on ability to see into the future for a short period of time. Duration: 1 round, PP Cost: 68, Level 17, Force 2. [ Causality Warp]: The Psyker invokes the ability to change events through retroactive vision. This ability allows the Psyker to change the course of events in reality, up to five rounds in the past. Duration: 1 round, PP Cost: 221, Level 19, Force 9
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Post by Kaj on Feb 6, 2006 22:31:33 GMT -5
[ Subjugation] [ Persuasion]: Sways a target to do something that they may not do normally. Duration: 3 rounds, PP Cost: 9, Level 1, Force 1 [ Thought Implant]: Place a desire or emotion into the mind of a target, regardless of circumstance. Duration: 2 rounds, PP Cost: 11, Level 1, Force 2 [ Instill Terror]: Reduces a person to reptilian-brain level function through use of extreme fear. Duration: 1 round, PP Cost: 24, Level 3, Force 2 [ Resist Influence]: Wards the effect of mind attacks through extreme focus. (+20 Stun Armor) Duration: 1 round, PP Cost: 16, Level 3, Force 1 [ Mental Assault]: Causes target to hear gibbering voices whilst dealing mental damage. (+10% Stun) Duration: 1 hour/1 round, PP Cost: 22, Level 5, Force 2 [ Telepathy]: Communicate with other creatures in a undetectable fashion, using mental strength. (15 feet per Force level) Duration: 0 rounds, PP Cost: None, Level 5, Force 1 [ Dominate]: Creates a circular stream of conciousness in a target, causing them to be completely suggestible. Duration: 1 round, PP Cost: 32, Level 7, Force 3 [ Psychic Barbs]: Causes target to hear screaming voices, have moderate hallucinations, and deals stun damage. (+30% Stun) Duration: 1 hour/1 round, PP Cost: 51, Level 9, Force 4 [ Suffuse Clarity]: Psyker uses control of mind-alteration to repair mental damage to self or ally. (-30% Stun Damage) Duration: 2 rounds, PP Cost: 39, Level 11, Force 4 [ Brainshock]: Target is subject to horrific voices, sees vivid, terrible images, and believes that they are under attack by these. (+80% Stun) Duration: 1 hour/1 round, PP Cost: 92, Level 13 [ Impregnable Mind] Creates internal mental shield of suggestion around self or ally. (+60 Stun Armor, +3 Impact armor) Duration: 3 Rounds, PP Cost: 76, Level 15, Force 4 [ Mental Collapse]: Forces target into comatose state, in which exist nightmares of unimaginable ferocity. (+100% Stun Damage) Duration: 1 hour/1 round, PP Cost: 119, Level 17, Force 6 [ Marionette]: Gain full control over the body of a target. Duration: 3 rounds, PP Cost: 174, level 19, Force 9
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